It turns out that the panel thing I mentioned earlier is actually used in the intro, it's just hard to notice that it's there unless you're looking for it. There are no unused boom-box frames either; the suspect sprites are used when it falls onto the steel girder.

I did notice one unused Croctopus sprite and a lightning sprite, both of which I've never seen in-game (without PAR codes, of course).

TwoMoreUnusedSprites.PNG (1.56 KiB) Viewed 17481 times

As a side note, there are seven "corrupted" sprites mixed in with King K. Rool's sprites. Their relative pointer offsets are 1618, 161C, 1620, 1624, 1628, 162C, and 1630. Perhaps these seven pointers were left over from one of those unused animations Mattrizzle found.

Regarding all sprites:Anything below sprite pointer 0x008C is most likely either junk or corrupted. 0x2AF0 seems to be the last sprite in the pointer table, which is at the end of the Zinger's death animation. Taking into account all the sprites in the range I mentioned (minus those 7 weird pointers), it adds up to 2691 individual sprites. So that leaves about 58 unexplored/corrupt sprites to sift through. If anyone knows of any non-junk sprites which are below 0x008C or above 0x2AF0, please post their digits!

Also, note that there are some used sprites that are NOT in the pointer table, two examples are the Small Animal Tokens used in animal bonus rooms and the sparkle effect used on Golden Letters.

First, turn the codes 7E007F02 and 7E007E4D on and go to Swanky's Sideshow as Dixie ONLY. Next, you will see almost all of the sprites in the entire game. Wait a while until you see Nid's sprites, then shortly after you will see the Kopter sprites. You will see them in this order:

This is quite an outstanding discovery!I'm sure there are other hidden gems there somewhere..!Seriously, this stuff is amazing..!EDIT: Oh yes, the running TNT Knocka is there, too! There was some speculation of its existence in the game, and there we have it.DOUBLE EDIT: What kind of a code is this..?! It seems as if it's a debug mode of sorts.. Entering an ordinary level turns me into a barrel and I can roam freely.

I missed the TNT Knocka's probably because every sprite is in Dixie's palette. I'll check that out right now. Oh, and about the code, I was experimenting with the animal codes because I was wondering what would happen if you changed the 7E007E?? code. Apparently, a lot! Also, if you use 7E007E44 with 7E007F02 in Swanky's Sideshow, you will be Baron K. Roolenstein flapping his arms!

Wow, this is an awesome code! The only drawback to it is that the sprites appear in Dixie's color palette, so it can be hard to see what sprite it is. It's almost like a debug mode with other levels, and I ended up transforming into Squitter in Blazing Bazukas when I pressed start. I'd love to see what else can be done with this code, it reminds me of the debug cheat in Sonic.

EDIT: I tried the Baron K. Roolenstein code and disabled both of the previous codes and I turned into Kiddy while being Dixie!

It's some type of character modifier (same as the animal buddy modifier, but with different values).

I remeber messing with the animal buddy modifier and using different values, and when I went to Buzzer Barrage, I started turning into different sprites with Ellie's color palette. I managed to get a video of it:

EDIT: It turns out there is an unused Kopter object that uses these animations! Its id is 0720. When the Kopter first appears on the screen, it does the "taking off animation," and then spins in a diagonal motion to the ground. After spinning for a while, it gradually comes to a stop, which would have given you the chance to stomp on it. Unfortunately its collision behavior is dummied out, so it cannot hurt you, nor can it be defeated.

Awesome! And in their original palette too! The idle sprites look strange, since it doesn't really seem like he's moving at all. I wonder how he was meant to be defeated, maybe there's some more secrets hidden in the game.

But now that all of the DKC sprites have been found and (probably) all of DKC3's sprites can be seen with Krow111's code, it won't take too long to find DKC2's hidden sprites (and that mysterious Mr. X...)!

This is very exciting stuff, thanks for documenting and sharing these discoveries. It's fascinating to see all these ideas Rare were playing with during the development process... it's a bit of a shame they never saw the light of day, but projects like the DKC Level Builder can change that! I particularly liked checking out the alternate animations for Kopter, my favourite DKC3 baddie. With these idle and taking off animations, Kopters would be far more interesting and versatile. It's also cool to see that there was originally going to be a way to defeat them. I'd imagine TNT would be the go.

Excellent work finding and ripping these Kopter sprites, Krow111 and Mattrizzle.

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Those sequences from DKC2 with Diddy holding his hat are a bit unsettling... I think Kiddy14's right about "taking off his hat in respect of somebody who is dead". Maybe the game's storyline was at some point going to include the death of a Kong.

Tiptup Jr. wrote:I wonder if Rare had planned Wrinkly's death in DKC2, but had figured that it was too early and waited for DK64? That's all I can think of.

Introducing a new character only to kill her off in the same game? Don't you think that's a little pointless? Then again, they did the same with King Jingaling in Banjo-Tooie, so anything's possible...

O_oNow, this is some amazing stuff!But, with Dixie's sprites, Kong-Fu's idea seems a little off, she looks too sad for just losing a bonus; but maybe it is a precursor of Dixie's crying animation.Or the idea of losing a Kong's life might have been part of its storyline for a while; and then Rareware could have decided that it was just too dark even for the game's mood.This is a job for... The Rareware Scribes Mail List! But I doubt they'll tell anything...

Guys... I dunno, but I swear I've seen that animation of Dixie crying before. Just wish I could place it.

Still, though, it's epic!

EDIT: Nevermind, I was actually thinking of Banjo-Pilot; when you highlight a Grand Prix you've already beaten it shows the boss doing that same crying motion. So, the mystery remains! I think that during DKC2's development Rare already knew they would need a dead character for DK64, but they decided to be nice and give Wrinkly a few years before givin' her the axe. Gave people a chance to actually feel sorry for the character, instead of saying "WTF?!" when she died.

Or-- could it have been Cranky? He doesn't have that big of a role in DKC3, you know...

About the mourning sprites: Maybe if you lost a bonus or something, they'd walk off the screen with those sprites. I think the death of a character midway through the story is a little too complex/mature for DKC.

The only stages that aren't on tSR are those with problems in the compression such as the water stages and Slipslide Ride. Did anyone notice that in the viewer, the stage labeled as "Enguarde Bonus" definitely isn't his bonus? That's what that's not up either.

Simion32 Edit: Sorry guys, I accidentally edited Tonberry's post instead of Replying with quote . I'll PM him to see if he could repost what's missing.

The only stages that aren't on tSR are those with problems in the compression such as the water stages and Slipslide Ride. Did anyone notice that in the viewer, the stage labeled as "Enguarde Bonus" definitely isn't his bonus? That's what that's not up either.

If I remember correctly, that was caused because the DKC ROM data has strange dimensions for 'tall' levels - Slipslide Ride is set as 2048 x 512 in the ROM data . The next version of DKCRE (and later DELTA) will be fixed to extract those levels properly via enforcing correct dimensions.

Spoiler!

For anyone that's wondering the ETA of DKCRE v0.0.5.0, it will most likely this upcoming weekend. Sorry, but I've been swamped with homework for the last two weeks (which is unusual, as I normally don't have much to do). Plus a bit of time wasted after school watching CNN...

Qyzbud wrote: I particularly liked checking out the alternate animations for Kopter, my favourite DKC3 baddie. With these idle and taking off animations, Kopters would be far more interesting and versatile. It's also cool to see that there was originally going to be a way to defeat them. I'd imagine TNT would be the go.

Excellent work finding and ripping these Kopter sprites, Krow111 and Mattrizzle.

In the Secret ending the Krocodile Isle is going down to the sea, and K. Rool gone, but Diddy and Dixie Frogets Klubba and he dies drown, so, maybe a unused/BETA secret ending?...and for Purftup was to be an early BETA enemy for DKC, but was scrapped, and put in to DKC2 but instead of his blue tail, has a grey/white tail and added attacks (The spike Ballon form and exploding launching 4 spikes in horizont and vertical or diagonal)

Hehe I knew it Rare did not make a new sprite for Cranky they just grabbed an unused sprite and used it in the port. I wonder what that unused animation could have been used for maybe Cranky came out and had a little talk with you after you beat a boss just like in the GBA port. Hmm methinks that Dixie's ledge animation from the DKC2 port may be a unused animation in the snes game as well.